cjbruce's Forum Posts

    Ah. I get it. The last time I packaged for mobile I used XDK for Android because it seemed to work more consistently. For iOS I used Cocoon.

    Maybe the best thing to do is to create a separate thread (or three) under the "How do I" section. I would try to tackle the three export problems (iOS, android, and Windows desktop) specifically.

    The nuclear option is to create your own web app wrapper with a webview using an Android IDE like Netbeans and the iOS IDE (xcode). Both of these are doable within a month, but it will be a lot of late nights, and you might be better off convincing a programmer friend to do it for you. I believe this is what Ashley ended up doing a few years back with iOS. However, I think you could probably get where you need to go with one of the prebuilt solutions. If not PhoneGap Build, then raw Cordova.

    Have you looked at Phonegap Build service?

    https://build.phonegap.com

    It is paid, but should be pretty painless to use.

    Thx for the kind words buddy (one of the first in this thread ).

    As of point 1 - sadly I have no idea what those things are. You mean via Intel XDK?

    point 2 - if Scirra could estimate the time then maybe yeah. But their "We're working on it!" means anything between a month and a year. And when I maybe (just MAYBE) would be able to stretch the line for one month - I cannot do this for a whole year. And there's also no promises from their side that it'll be working as intended.

    As I've said - PhoneGap sounds very nice and project loading is literally instant (when compared to Intel XDK at least) but I have no idea how to setup the settings to fit my game, beside the defaults. Would you be an user of PhoneGap by any chance?

    I haven't used phonegap myself. A few years back it was pretty primitive and ran without webGL, but with the advent of the WKWebView for iOS, it is now hardware-accelerated and a great option. I would definitely give it and Cocoon a shot. Back in the day, Cocoon worked much better than XDK for me.

    I was a native iOS programmer before switching to C2. xcode is the tool you would use if you wanted to do things natively on iOS/mac os. It is incredibly powerful, but not very user-friendly. I like C2 because I can get everything done in much less time.

    Irbis,

    I'm sorry to hear about the rough time you are having. I do HTML5 work pretty much exclusively now, and the last time I packaged stuff up was with Cocoon.js two years ago. I have two possible suggestions:

    1. Have you tried creating a blank xcode project, dropping in a WKWebView or UIWebView, then loading the game as a resource in the webview? WKWebView should give you close to the same performance as iOS Safari.

    2. If you can wait for Scirra, they have promised to get the mobile Build Service working for C2 projects as well. I'm looking forward to trying this with my most recent creation.

  • QuaziGNRLnose

    Did all that just now...

    Tried to open Construct 2 and:

    Unable to load plugin in 'C:\Program Files\Construct

    2\exporters\html5\plugins\Q3D\': Cannot open file 'C:\Program

    Files\Construct 2\exporters\html5\plugins\Q3D\common.js'

    This plugin will not be available in the editor.

    (Sorry I haven't responded in a couple days.)

    This is what I have in my Construct 2\exporters\html5\plugins folder. Is this what you are seeing too?

  • There are lots of ways to do this.

    The following way will work if the object is spinning very slowly (less than 1 degree per tick). If it is spinning more quickly you are going to get a very erratic sound:

    Condition:

    System -> compare two values -> sprite.angle%5 < 1

    Action:

    Audio -> Play sound

    For an object that is spinning more quickly, give the object an instance variable called "lastSoundAngle". When you first play a sound, set lastSoundAngle = sprite.angle. Every tick, check if abs(anglediff((sprite.Angle - lastSoundAngle)) > 5, then play the sound again and set lastSoundAngle = sprite.Angle.

  • Yes, our original announcement covered our intent to support this.

    Sorry about that! I don't know how I missed it at the bottom of the announcement.

    I tried importing the project into C3, but no luck because of the missing plugins. I can't see any options from the main menu that would allow me to try it. Is there currently a way to test the build service with my C2 project?

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  • Something with a generative ruleset maybe? Maybe a "cellular automaton" like the Game of Life:

    https://bitstorm.org/gameoflife/

    Create some simple rules, and now you have a game that adapts to the players an is open-ended.

  • Ashley or Tom

    In the future would it be possible to use the C3 build service with non-C3 projects?

    Right now both of my large (multi-year) C2 projects rely on a plugin that will probably never be ported to C3. I would like to subscribe to C3 and use the new C3 build service for my C2 projects. I can't find any way to do this. Is it possible? If not, is it on the roadmap?

    So how does the full version of C3 compare to C2? Is it the same or better? Should I wait to subscribe?

    C3 is an amazing tour-de-force of browser programming. I have used it to sketch out a few ideas, and it works very similarly to C2. Everything is super-fast, and it runs on my mac.

    I don't like the way saving and export works -- I am a dropbox subscriber, and not being able to export directly to the public Dropbox folder I use for testing is a pain. The current export option requires export -> save .zip to hard drive -> move to dropbox -> unzip -> test on server. Under C2, this all occurred in a single step.

    Although C3 has the potential to be better than C2 in the long run, I can't use C3 for either of my current projects, which both rely on a plugin that will probably never be ported to C3. I am really struggling with whether or not I should subscribe, even though I know I will be using C2 almost exclusively over the next 12 months.

  • Here is a short video showing gameplay.

    In its current iteration, the game has become a "strategy first person shooter". You can switch between the characters on your team, but they will act according to their autopilot. Right now, the goal is to be the last team standing. It is very difficult, as you are going up against three other teams.

    Each team consists of:

    A laser tank - long range firepower

    A creep - melee only, but fast and can jump on top of obstacles

    An electric tank - medium range, but continuously hits and does damage

    You are playing the role of the red team.

    Keyboard Controls:

    <arrow keys> forward/backward/turn left/turn right

    <space bar> reload layout

    <enter> switch to a different teammate (you might have to press it a few times)

    Touchscreen Controls:

    <no buttons> drive forward

    <left button> drive forward and turn left

    <right button> drive forward and turn right

    <left button + right button> reverse

    <recycle button> switch to a different teammate (you might have to press it a few times)

    Here is a playable demo of the game in its current form. Note that the 2P and 4P selection screen at the beginning is just a placeholder. Tapping on either option will start the game.

    https://dl.dropboxusercontent.com/u/55106174/rrfpsbattlearenatest/index.html

    Why does everyone think construct is worth $100 a year? Sole credential being a game the creator had to abandon due to an awful runtime and 0 chance of platform ports Scirra promised were built-in (Last Penelope).

    There have been other threads to cover this. To many it is a creative tool that people enjoy using. If you are an artist, there is a good chance that you spend more than $100/year on art supplies. If you play sports, there is a good chance that you spend WAY more than $100/year to join a club or attend games. If you love watching movies, chances are you spend more than $100/year watching Netflix, Hulu, and going to theaters. If you love to eat out, chances are you spend more than $100/year at restaurants.

    For me, I am willing to support Scirra partly because I love to tinker in Construct, and partially because it is financially self-sustaining. I am very lucky in this regard, as I have been able to sell my creations and (partially) offset the cost of the time I spend. Most of my colleagues don't make any income from their hobbies -- I live in Chicago, and there are several members of my department who have spent several thousand dollars for tickets to watch the Chicago Cubs play baseball a few times a year. Watching the Cubs play is not how I would choose to spend money, but they get such great joy from the experience that it I understand why they would do it.

    If I used Construct 2 purely for financial gain and not because I enjoyed it, I might stop using it and move on to other activities. I tried that approach, but keep coming back to Construct 2 because I would rather spend thousands of hours doing something I enjoy rather than something that is going to make me 50% more money for the time I spend.

  • >

    >

    > Drat. Now you have me worried, as I am getting close to starting the level design process with Q3D. Using block art and a top-down level layout I hadn't anticipated too much of an issue.

    >

    > What specifically were you seeing that was giving you trouble? Was it doing things like trying to match up Q3D models with their shadows?

    >

    > Also, I concur that the 640x360 looks a little better.

    >

    It's just that i have sooooo many objects of different kinds in different sizes from small pebbles, mushrooms, twigs, flower, to large houses, and trees. Placing all that on the map without any accurate representation of what it would look like until I press preview was my major turn off. If i had the patience I could probably pull it off. If I had a lot less assets and a flat level (instead of height variations as i was doing) it would be a lot easier. If you're game is pretty simple, and most assets are on the same plane, and similar size i guess it's okay. I guess my game is just too complex in terms of the details

    That's my only issue... visual representation in the editor.

    I just didn't have the patience to place something, preview, tweak position and scale, and test again for thousands of objects..

    Got it. I wonder if a lot of the really small stuff could be taken care of algorithmically?

    FWIW, now that we aren't sure what is going on with X3M, I've been looking into what it would take to do a C3 port of babylon.js. It is a little overwhelming, but I think it might be easier to create the necessary plugins for babylon.js rather than three.js. I'm definitely not the ideal person to start the process of creating a set of 3D plugins for C3, but if no one else volunteers I might consider taking on the project.

    I think it would be wise to wait until we have z-ordering capability in the editor though.

  • May 15 update.

    Playing around with Q3D, everything seems to be working fine, but been struggling with level editing. I've decided to go back to 2D isometric, as any type of level editing with lots of small props and items placed all over the map at various height and sizes is too tedious to work with, since C2 doesn't support any 3D viewport. All of the benefits of Q3D, doesn't add upp when it comes to editing levels. As I can't get a clear view of what I'm doing, as the visual representation in the editor is lacking.

    Hopefully at some point C3 will open up possibilities for plugin developers to make a proper viewport..... so ...

    Drat. Now you have me worried, as I am getting close to starting the level design process with Q3D. Using block art and a top-down level layout I hadn't anticipated too much of an issue.

    What specifically were you seeing that was giving you trouble? Was it doing things like trying to match up Q3D models with their shadows?

    Also, I concur that the 640x360 looks a little better.

    [quote:q2qd00am]Can please Tom clarify what happened there?

    Yes, look at his profile he was hacked. The hacker who hijacked his account also attempted to hack our store which caused problems for our sellers (now resolved). The store hack damage was limited to items being taken off sale for a period of 1 or 2 days. No other damage was done as other safeguards worked fine.

    Thanks for letting us know what happened with I was planning to use the as-yet-unreleased version 1.0 of B3D for my project, but it looks like I will need to fall back to Q3D until development on B3D resumes.

    I still have my fingers crossed for someone to port one of the 3D plugins to C3. In their current forms, Q3D and and B3D add a lot of functionality to C2, but losing X3M is a big blow to my hopes of a C3 port.